Files
Catacombs/ui/shop_view.go
tolelom f28160d4da feat: localize all UI text to Korean
Translate all user-facing strings to Korean across 25 files:
- UI screens: title, nickname, lobby, class select, waiting, game,
  shop, result, help, leaderboard, achievements, codex, stats
- Game logic: combat logs, events, achievements, mutations, emotes,
  lobby errors, session messages
- Keep English for: class names, monster names, item names, relic names

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-25 23:47:27 +09:00

104 lines
2.6 KiB
Go

package ui
import (
"fmt"
tea "github.com/charmbracelet/bubbletea"
"github.com/charmbracelet/lipgloss"
"github.com/tolelom/catacombs/entity"
"github.com/tolelom/catacombs/game"
)
// ShopScreen handles the shop between floors.
type ShopScreen struct {
gameState game.GameState
shopMsg string
}
func NewShopScreen(state game.GameState) *ShopScreen {
return &ShopScreen{gameState: state}
}
func (s *ShopScreen) Update(msg tea.Msg, ctx *Context) (Screen, tea.Cmd) {
if key, ok := msg.(tea.KeyMsg); ok {
switch key.String() {
case "1", "2", "3":
if ctx.Session != nil {
idx := int(key.String()[0] - '1')
switch ctx.Session.BuyItem(ctx.Fingerprint, idx) {
case game.BuyOK:
s.shopMsg = "구매 완료!"
case game.BuyNoGold:
s.shopMsg = "골드가 부족합니다!"
case game.BuyInventoryFull:
s.shopMsg = "인벤토리가 가득 찼습니다!"
default:
s.shopMsg = "구매할 수 없습니다!"
}
s.gameState = ctx.Session.GetState()
}
case "q":
if ctx.Session != nil {
ctx.Session.LeaveShop()
gs := NewGameScreen()
gs.gameState = ctx.Session.GetState()
return gs, nil
}
}
}
return s, nil
}
func (s *ShopScreen) View(ctx *Context) string {
return renderShop(s.gameState, ctx.Width, ctx.Height, s.shopMsg)
}
func itemTypeLabel(item entity.Item) string {
switch item.Type {
case entity.ItemWeapon:
return fmt.Sprintf("[ATK+%d]", item.Bonus)
case entity.ItemArmor:
return fmt.Sprintf("[DEF+%d]", item.Bonus)
case entity.ItemConsumable:
return fmt.Sprintf("[HP+%d]", item.Bonus)
default:
return fmt.Sprintf("[+%d]", item.Bonus)
}
}
func renderShop(state game.GameState, width, height int, shopMsg string) string {
headerStyle := lipgloss.NewStyle().
Foreground(lipgloss.Color("226")).
Bold(true)
goldStyle := lipgloss.NewStyle().
Foreground(lipgloss.Color("220"))
msgStyle := lipgloss.NewStyle().
Foreground(lipgloss.Color("196")).
Bold(true)
header := headerStyle.Render("── 상점 ──")
// Show current player's gold
goldLine := ""
for _, p := range state.Players {
inventoryCount := len(p.Inventory)
goldLine += goldStyle.Render(fmt.Sprintf(" %s — 골드: %d 아이템: %d/10", p.Name, p.Gold, inventoryCount))
goldLine += "\n"
}
items := ""
for i, item := range state.ShopItems {
label := itemTypeLabel(item)
items += fmt.Sprintf(" [%d] %s %s — %d 골드\n", i+1, item.Name, label, item.Price)
}
menu := "[1-3] 구매 [Q] 상점 나가기"
parts := []string{header, "", goldLine, items, "", menu}
if shopMsg != "" {
parts = append(parts, "", msgStyle.Render(shopMsg))
}
return lipgloss.JoinVertical(lipgloss.Left, parts...)
}